About the Game
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As a member of the SENTRY Defense Program, you have been thawed from stasis to protect your vessel as it flees across space.
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As you choose your escape route in the Navigator, encounters with alien vessels are unavoidable. They will board your ship and attempt to fight their way through different subsystems to destroy the Core.
Your SENTRY must thwart the enemy by bringing to bear an arsenal of potent ranged weaponry. Even with the best shooting abilities, holding back the hordes is only possible by deploying traps and turrets - and if all else fails, utilizing environmental destruction to stem their advance; a well-timed shot could vent aliens into space, a closed blast door could buy you time to set up new defenses.
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SENTRY features a singleplayer campaign with the option to have an online friend fighting alongside you in co-op.
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Should your SENTRY fall in battle, death is not the end. Another member of the crew will be thawed from stasis by the SENTRY Defense Program, ready to continue the fight.
Even if you fail to defend a level, defeat only changes the strategic landscape in the Ship Overview, forcing you to make new decisions on where to make your next defiant stand.
As long as there is a surviving SENTRY and the Core remains operational, your skills in combat mean victory can always be grasped from the jaws of defeat.
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SENTRY aims to carve out its own path in the Action-Defense genre by featuring a campaign where your choices and performance matter. Battles are not one-off events, defeat doesn’t mean replaying a checkpoint. Everything feeds into the ongoing battle for your ship’s survival.
A SENTRY is fast, responsive - and therefore powerful. Deployable traps, turrets and environmental destruction opportunities are needed to supplement this power when facing near-overwhelming forces of reactive and aggressive enemies. Successful escapes will need to utilize a mixture of skill and planning, with discovery and upgrading of new equipment providing an edge in combat.
Combining all these elements evokes the feeling of being a beleaguered and outnumbered SENTRY. On the journey you may lose battles, but you can win the war.
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Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Hi everyone, we're busy working away on MU4 but the translations for the previous Major Update have arrived, so we've updated the text file for build version 0.8.26715 to include them.
Because the text files are outside of the packaged game this means the build version number hasn't been updated from the last patch.
Steam should auto-update, but if you're running the game in any language other than English and you're still seeing non-translated text, try validating your files to nudge Steam into downloading them.
{STEAM_CLAN_IMAGE}/38973288/d72b3dc65d188dfeb26c93a6e943e6e4a21274d0.png
Hi everyone,
Thanks for your feedback and bug reports on the latest Major Update. This patch (version 0.8.26715) has the following changes:
- Fixed an issue in co-op where if there was extreme lag the host machine would have moved the pursuer to its next node before the client had even started, resulting in it getting stuck in this state.
- Changed hazards so that they no longer accumulate over the course of a sector. This means they last for one battle only.
There have been lots of comments around hazards and from your feedback it seemed like making minor adjustments to individual ones wouldn't solve the core issue, which was how they would stack on top of one another - particularly if you were unlucky enough to roll one you didn't like early in a sector.
Based on our testing, changing hazards to now last for one combat makes them more of a per-battle "spike" as opposed to a sector long slog and makes them less challenging, especially as you near the end of a sector.
Getting this type of feedback is why we're in Early Access, so we appreciate you taking the time to provide it.
Hopefully you'll agree this change will be a step in the right direction and combine well with our future work on this system, which will entail both individual hazard balancing suitable to this new format and new hazards that provide a gameplay twist as opposed to debuffing the player - but as ever please let us know what you think.
{STEAM_CLAN_IMAGE}/38973288/d72b3dc65d188dfeb26c93a6e943e6e4a21274d0.png
We've updated the translations for build version 0.7.25599
Because the text files are outside of the packaged game this means the build version number hasn't been updated from the last patch.
Steam should auto-update, but if you're running the game in any language other than English and you're still seeing non-translated text, try validating your files to nudge Steam into downloading them.
{STEAM_CLAN_IMAGE}/38973288/d72b3dc65d188dfeb26c93a6e943e6e4a21274d0.png
- Fixed a seam in the door collision that meant there was a (very small) chance that Grub enemies would get stuck just below the ground if the door was destroyed. If this happened it would seem like the level couldn't complete because of this rogue enemy that was trapped in a hard to spot location.
- Client can now see the picture-in-picture when enemy vessels/missiles are moving
- Fixed the "Waiting for other player" text that would flash on for 1 frame on the After Action report in singleplayer
- Guardian Camera UI now correctly shows the Steam username of the player operating it
- Fixed an issue where the Steam username would occasionally appear blank
- After seeing the campaign victory/defeat screen and both players click continue, the client would be told they were disconnected if they clicked continue first. We've fixed it so in that situation they now go to the main menu without the error message.
- Disabled a rogue piece of collision on the Guardian cameras that was making building on them slightly finicky
- Fixed an issue on the friends UI that meant if you had enough friends for the menu to have the scroll bar appear, the "add" buttons would get misaligned
- Tweaked some escape values on enemies
- Increased the health of the Core
- Adjustments to the final battle in Sector 3 so it should feel more suitable to end the run
- Refined Research values, so there should be less spare by the end of a campaign
- Fixed a bug where boarding parties with Rambulls would only have them appear in the breaching waves, not subsequent ones.
- Made some adjustments to the frequency of the Needlejack and Grubs appearing throughout the campaign. Needlejacks weren't populating enough early boarding parties, while Grubs were populating too many.
- Added the translations for new text that came in Major Update 1: Starfarer (details of that update can be found here)
- Peacekeeper now shows secondary ammo on Equipment and Loadout Menus
- Flame Shot primary fire no longer does friendly fire damage to Turrets
- When performing a melee attack with the Flame Shot, it now plays the correct impact VFX
- Flame Shot and Peacekeeper bars weren't updating as you upgraded the weapons
- Fixed a bug where the SMG could disappear when switching to it
- Adjusted some wall decorations so it's easier to place deployables on them
- Tagged a small sign as illegal for building purposes, so that you won't have the deployable ghost appear on an area that is far too small to build on
- Fixed the small hitch that can occur during simultaneous character spawning
- The Launch menu will now remember the last ship/campaign setup
- Fixed the broken aiming on the shotgun-toting alien soldier after they flinched
- Did a balancing pass on all deployables, including their upgrade paths
- Adjusted the frequency of ammo drops
- Changed how countdown lengths were displayed so that they're visually more consistent
- Fixed a bug where enemies could occasionally get stuck if they collided with the bottom of a ladder
- Fixed an issue where some larger enemies could get stuck in the doorway from the pods into the canteen area in Mess Hall
- Fixed some grammar and punctuation issues in English. Also improved consistency in some of the gameplay terms we were using
- Fixed an issue in The Pit where scrap wasn't being auto-collected if it fell into the central hole
- Landmines and Rivets now do bonus damage to Giant Slugs
- Reduced the maximum amount of Charger enemies that can spawn at a time
- Reduced the damage from the Dog lunge attack
- Improved the Railgun Mastered upgrade
- Flame Shot and Peacekeeper balancing pass
Now that's done, we'll continue with our Major Update 2 focus. But rest assured if anything critical crops up we'll jump on a hot-fix.
Current Release
13873527
Uploaded May 31, 2024
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System Requirements
How to Install
Sentry.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
867 MB
13873527
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View AllDownload SENTRY for PC with a direct link or via torrent. Get the full version of SENTRY for free. SENTRY is a Action released by Fireblade Software.